Prosperity is linked with consumption of food. Food, grain in particular, is a limited resource in Calradia and control of grain villages does much to determine a town's economic course. That's perfectly fine. Fighting over food resources -- for long-term strengthening of your kingdom -- is certainly more interesting (at least to me) than the map-painting willy-nilly conquest of Warband.
But the issue is that odd configurations of fiefs, caused by selectively taking castles, can cause an situation where towns have their prosperity spiral out of control to the detriment of the game economy and ultimately the player experience. As laid out in this old post (and yes, I'm aware there have been adjustments made since then) towns hit a certain critical point in their prosperity, which then tanks, resulting in a variety of negative effects. Right now, most players don't really care because it takes a -20 for their garrisons to starve but once that number is shifted back to -8, things have a chance of becoming dicey again.
Of course, there is the economic benefits of high prosperity on the other side of the coin. Risk vs. reward is fine, but only if the player has a meaningful choice in the risk he wishes to take. Not having one in the case of town prosperity rising is the problem.
My suggestion for a solution: as the lord of town, there should be a throttle for prosperity gains available to players in case they don't want their town taking the associated penalties of high prosperity. My five suggestions for forms that throttle can take:
But the issue is that odd configurations of fiefs, caused by selectively taking castles, can cause an situation where towns have their prosperity spiral out of control to the detriment of the game economy and ultimately the player experience. As laid out in this old post (and yes, I'm aware there have been adjustments made since then) towns hit a certain critical point in their prosperity, which then tanks, resulting in a variety of negative effects. Right now, most players don't really care because it takes a -20 for their garrisons to starve but once that number is shifted back to -8, things have a chance of becoming dicey again.
Of course, there is the economic benefits of high prosperity on the other side of the coin. Risk vs. reward is fine, but only if the player has a meaningful choice in the risk he wishes to take. Not having one in the case of town prosperity rising is the problem.
My suggestion for a solution: as the lord of town, there should be a throttle for prosperity gains available to players in case they don't want their town taking the associated penalties of high prosperity. My five suggestions for forms that throttle can take:
- A simple malus. No additional effects, simply poofing a certain amount of prosperity gain into the void.
- Increased taxation as a prosperity malus. Effectively converts excess prosperity gains into additional income. This should be paired with a direct bit of inefficiency, easily apparent to players, to avoid the possibility of using high taxation to get the the benefit of high prosperity without the attendant downsides.
- Boosting notable power as a prosperity malus. Instead of converting to economic strength, do it with military strength instead. More powerful notables mean more high tier troops to recruit.
- Exporting prosperity gains. Send a portion of the prosperity gains (25% or 50% conversion?) to another town (or settlement in general), with the remainder being lost in the void.
- As a direct player influence boost.
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